// Start is called before the first frame update void Start() { pauseMenu.SetActive(false); NextDoor.SetActive(false); LockedDoor.SetActive(false); CharBody = GetComponent <Rigidbody2D>(); if (TORSOpiecesRight.Length == 0 || TORSOpiecesLeft.Length == 0 || TORSOpiecesUp.Length == 0 || TORSOpiecesDown.Length == 0) { Debug.LogError("Catastrophic failure; missing some TORSO sprites for character."); } if (LEGpiecesRight.Length == 0 || LEGpiecesLeft.Length == 0 || LEGpiecesUp.Length == 0 || LEGpiecesDown.Length == 0) { Debug.LogError("Catastrophic failure; missing some LEG sprites for character."); } Torso.sprite = TORSOpiecesDown[0]; Legs.sprite = LEGpiecesDown[0]; SpriteUpdate = Time.time; DoorLock = Time.time; IsInDoorway = false; Health = 100; Healthbar.maxValue = Health; AttackCooldown = Time.time; GameObject PlayerAoE = new GameObject("PlayerAoE"); PlayerAoE.transform.SetParent(gameObject.transform); PlayerAoE.AddComponent <CircleCollider2D>(); HurtCircle = PlayerAoE.GetComponent <CircleCollider2D>(); HurtCircle.radius = 1.0f; HurtCircle.offset = new Vector2(0.0f, -0.1f); HurtCircle.isTrigger = true; PlayerAoE.tag = "AoE_Damage"; HurtCircle.enabled = false; }
private void OnGUI() { if (IsInDoorway) { GameObject temp = GameObject.Find("Enemy"); if (temp == null) { if (!IsDoorLocked) { NextDoor.SetActive(true); } else { LockedDoor.SetActive(true); } } } else { NextDoor.SetActive(false); LockedDoor.SetActive(false); } Healthbar.value = Health; }